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Balance changes
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TNT, mortar, ammo, etc. balancing
#1213
think you could take another look at tool balance? the explosive bundles seem to be completely useless with the one exception of braking modules while already inside the ship and any explosive is just as good as that. like i would not mind if it bec
Gameplay
Weapons
Balance changes
11
0
Spread out ship upgrades
#1095
I just finished my first playthrough with a friend and every time we got to a point where we could make the next tier of production module, immediately we also could make the next everything else. This led to each time parking and crafting all the s
Gameplay
Balance changes
11
0
Change the manufacture and storage systems changements
#1094
As mentioned in #1089, deploying storage modules is now useless. They function the same whether they are closed or deployed, the only difference is that when they're deployed, they lose 75 armor and occupy 5 core slots. No one would d
Gameplay
Balance changes
Drillship devices
Drillship
14
3
Drillship armour buff
#1058
As you progress through the game on every stage robots deal significantly more dmg while your drill ship armour isn't getting so powerful. T4 armour reduce dmg by 30% while COGs deal at lvl 3 deal two times more than on lvl 1. This makes defence on
Gameplay
Balance changes
27
0
Death by volcano should be immediate
#1040
In multiplayer, when a player reaches 0 health, they are downed and another player can revive them using a revive tool. This also applies to death by eruption, but I feel like it shouldn't... Dying to the eruption should be an immediate death with n
Planned
Gameplay
Player
Balance changes
32
1
Rare resources refining chance
#1033
Just so we're all on the same page, "rare resources" are sulfur, crystals and diamonds. Here's a little "challenge" I thought of that would make these resources a bit more unique, in addition to them being harder to get a hold of. When refining an
Gameplay
Balance changes
11
5
Exchange sniper and mortar in tiers
#1012
I believe it would be beneficial to move the hand mortar to T3 alongside the gatling gun, and the sniper to T2 alongside the SMG. A lot of players enjoy sniper rifles, and they can only get one at the end of the game, which means they don't play wit
Gameplay
Balance changes
Weapons
17
3
Destroyed module stack size is very high.
#968
Destroyed module items can stack very high, over 100 (I have yet to find the limit). This turns them into extremely dense storage for resources they produce when scrapped (sulphur, crystals and diamonds, depending on tier). Found this out during a
Gameplay
Balance changes
8
1
Scrap metal of all kinds stacks more efficiently than metal ingots which is counter-intuitive.
#967
Scrap has a stack size of 20. One scrap makes two ingots. Ingots also have a stack size of 20. Therefore, to efficiently store metal for future use, players should either not craft ingots from scrap, or turn all ingots they make into a single type o
Gameplay
Balance changes
10
0
T3 Storage Module is a sidegrade instead of an upgrade.
#957
T2 Storage Module is size 2, grants 72 storage space and costs 5 core points. That's 36 storage and 2,5 core per size. T3 Storage Module is size 3, grants 96 storage space and costs 5 core points. That's only 32 storage but 1,67 core per size. Con
Gameplay
Balance changes
20
0
Higher tier shotgun shells are downgrades.
#955
Buckshot damage: 5 * 8 = up to 40 if all pellets hit. Slug damage: 20. AP slug damage: 30. If you use the shotgun as a shotgun, fighting at close range, slugs and AP slugs are pointless to craft as they will hurt your DPS. For a longer range option
Gameplay
Balance changes
6
0
Hacking tool rework
#939
The hacking tool as it stands is... Not extremely useful. Opening/closing enemy modules isn't that big of a deal when you have high-explosive mortar grenades and being on the inside deals extra damage. Even closing turrets isn't that big of a deal s
Gameplay
Tools and utilities
Balance changes
26
0
Make the gatling a suppression weapon
#902
Not just another automatic weapon for single target use, but to keep them bucket heads down! I really like the feeling of the weapon (sound, recoil pattern, mode of use, fire rate, etc), I think the devs nailed (at least as far as I'm concerned) the
Gameplay
Balance changes
Weapons
15
1
COG loot time
#888
After killing a COG there is about a second of time where you can't loot them, it makes speedruns slower and gives looting COGs a chunky feel to them. I don't see a reason to have it in the game and Think there should be no cooldown.
Gameplay
Balance changes
4
19
Larger Stack Sizes for Coal
#868
given it's central nature, it would be great if coal stack count could be higher, thus occupying less inventory space. i think 50 would be appropriate. 100 feels TOO much...
Gameplay
Balance changes
37
3
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